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Lord Vukodlak
2010-03-25, 06:58 PM
Power scale for class based NPC in stat points.
Red Shirt: 25
Red Shirt: Lieutenant: 28
Commander: 30[most people of plot or story importance get this many]
Elite/PC 32

The first leg of my next campaign[which is some months away] will take place in the island Tu’Yuna. [Population 650,000] The island is at the distant western edge of the massive archipelago of Char'Tor. (think of a small continent broken up into many islands and you have Char'Tor).

What I'm essentially looking for is any possible ideas, adventure hooks, NPC's, locations, names of cities etc.

Just over a century before the campaign begins the island nation was conquered by the Garr Empire. A very powerful nation from the landmass of Khazadorm some 1,500 miles west of the Tu'Yuna

The people tell tales of valiant struggles and epic battles with the defenders of the realm dealing ten to one casualties until through sheer numbers alone the Empire overwhelmed them. The reality is closer to the opposite, The reality the Empire suffered minimal casualties, while devastating the islands defenders this in mainly attributed to The Empire fielding the first reliable cannons during the conquest. They used these weapons to blast any opposition from upwards of 800 yards for solid shot, but only a few hundred for the far more devastating explosive shells.

The Empire marched from the Port City of Everbrook[now renamed Zhao] to the capital city of Tunlan, where they burned it to the ground and exterminated the royal family so no one would have a legitimate claim to the throne. The ruins of Tunlan remain barren to this day.

The Imperial conquest of Tu’Yuna was that of strategic importance, the islands resources were secondary in that the island was the largest landmass between the rest of the islands of Char’Tor and the continent of Khazadorm which the Empire completely controls.
As such any trade coming form the islands of Char'Tor bound for Khazadorm has to pass by Tu'Yuna

The island also acts as a staging area for any Imperial operations in the Cith’Tor Islands.

For a size comparison Tu’Yauna has a population of around 650,000 not a huge size nation but it is sizable.
The Garr Empire which conquered it has just over fifty million. The Island is not a big fish.

Some of the important NPC's so far.
*One important house rule for anyone who wants to make a stat buid of these or anyone they come up with. All characters get 8 more skill points at 1st level and 2 more skill points per level aftter that. Essentially you can max out two more skills*

Colonel Osvald Kaiser, Age 26.
Lawful Neutral, Human.
Class: Ftr2//Sor4/Spellsword1/Abjurant Champion5/Eldritch Knight2
Power Type: Elite 32 Points
[He is in essence finished]
Osvald is the highest ranking army officer for the Empire on the island and is responsible for overseeing the commanders of the various military posts throughout the island. He reports to Govoner Jerec.

The Colonel is devoutly loyal to the empire and the ideals of law and order.He has come to the island nation to put down the rebellion before its influence can spread into a full fledge revolution. He feels that imperial rule over the island is best for all and doesn’t think the rebellion can find a better ruler then The Empire. He has had a very active and steller carrier up to this point and has achieved a fairly high rank at a relativly young age.

He finds Rothrinn’s distasteful and worries over the hobgoblins devotion to the god of tyranny. He feels people like Rothrinn give the Empire a bad name. Unfortunately for the Colonel and the peoples of the Island, Rothrinn reports directly to Governor Jerric so Osvalds authority over the Hobgoblin is minimal. His family has recently arranged his marriage to one Jania Macen, who is also his body guard and personal assistant. A situation that he gripes about frequently.

He is quick to take action whenever trouble arises, and it extends to a fault an actually and many of his men, most often Jaina have had to restrain him before he lunges into something over his head.

While Rothrinn and Governor Jerric to an extent would be perfectly happy to exterminate every last member of the rebellion. (and in Rothrinn’s case their families as well). Osvald is more open to negotiations and distrusts any a scorched earth tactics.

In battle Osvald more laid back nature gives way to a cool calculating fighter. Unlike Rothrinn, Osvald believes in giving enemies full quarter and accepting surrender as a regular practice.

Lieutenant Jaina Macen, Age 22.
Neutral Good, Human.
Class: Martial Type open to suggestions.
Power Level: Commander 30 Points
Jaina Macen is a childhood friend of Osvald, which is good for her considering their families have arranged their marriage. [both sides of the family upset over their long bachelordom.

She does her best to keep Osvald’s zeal from leading him into trouble and is by far more level headed.

Major Rothrinn Skullfist
Lawful Evil, Hobgoblin, Age 22
Class: Fighter4/Rogue4/Backguard4
Power Level: Elite 32

Rothrinn is a blackguard and worships the god of tyranny like most of the population of the goblin nation of Voradoom(a vassal nation of the Empire). Like Osvald he to his devoutly loyal to the empire but lacks any sense of fairness or justice. In battle Rothrinn is without compassion or mercy to any he views his enemies he kills with great pleasure and cruelty, the empathy he has for his ‘allies’ isn’t much better. He is the commander of all the Hobgoblins of Voradoom that are currently stationed on the island which thankfully number under a hundred. But as the rebellion drags on it becomes more and more likely Jeric will call for major reinforcements, and one in the Empire enjoy fighting more then the Hobgoblins.

Commodore: Zhao
Lawful Neutral: Dwarf, Age 150
Class: Swashbuckler/Rogue. (he is a naval officer after all)
Power Level: Commander: 30 Point
Zhao is a naval officer and thus in a different branch of the military then Osvald. The aged eye-patch Dwarf has served in the Imperial navy for over fifty years and is in no mood for retirement. His attentions are usually focused outwards from the island on pirates and smugglers so he pays little heed to the rebellion unless they are seriously disrupting trade or making toruble in his port city. (Port Zhao)

When asked if port Zhao was named for him he reponds “Ha ha! I'm old but I'm not that old, ok so I am that old, well ok so maybe I am that old but no the I’m not the same Zhao who conquered the port city.”

Governor Jerric Lightfoot
Lawful Evil, Age 48
Race: Halfling [because I think the govner of the island is a lawful evil halfling.]
Power Level Elite: 32
Class; Wizard 12th

Governor Jerric has been the lord regent of the island for the past fifteen years. His tenure has seen increases in taxes and tariffs along with Imperial conscription. He resents merely being a trade overseer as his only wealth and power comes from what he gains on the island. He excuses the buildup in money and military on the island interior as being necessary to combat the rebellion, however these actions only inflame them. Some suspect he as another far. darker purpose for these funds such as conquering a few of the nearby smaller islands to expand his province, a practice not unheard of in Imperial politics.

Roku the Bear God
True Neutral, Age ????

Roku is ancient centuries old exactly how old no one is sure, he is not actually a god it is simply a title given to him by the islanders. He stays out of the affairs of mankind and cares little for the politics of the empire and as long as they stay of his forested dormant volcanic mountain he won't get involved. Unfortunately his mountain hides a rich cache of chrysm a key component in the creation of magic items such as wands, staves, scrolls and even spellbook ink. Should the Empire ever learn of this.

For your viewing pleasure. I have actually supplied his stat block, hopefully this tag works.

Roku the Bear God
Size/Type:
Huge Magical Beast
Hit Dice: 36d10+310 (512 hp)
Initiative: +7(+3 Dex, +4 Feat)
Speed: 40 ft. (8 squares)
Armor Class: 30 (–2 size, +3 Dex, +19 natural), touch 11, flat-footed 27
Base Attack/Grapple: +36/+64
Attack: Claw +48 melee (3d6+20)
Full Attack: 2 claws +48 melee (3d6+20) and bite +44 melee (4d8+10)
Space/Reach: 20 ft./10 ft.
Special Attacks: Improved grab
Special Qualities: Low-light vision, scent, Frightful Presence, Reflective Hide.
Saves: Fort +31, Ref +23, Will +23
Abilities: Str 50 Dex 16, Con 32, Int 18, Wis 18, Cha 18
Skills: [pending]
Feats:
Alertness, Endurance, Run, Improved Critical (claw) Power Attack, Cleave, Improved Natural Attack(bite) and (claw), Improved Bull Rush, Awesome Blow, Combat Reflexes, Steadfast Determination, Spell casting Harrier[epic] multiattack(b), Improved Initiative(b)

COMBAT
Roku attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, Roku must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Frightful Presence (Ex) DC 32, charisma based, range 60ft.

Reflective Hide(Su): Roku's brown furry appears to shine almost like a mirror, this is far more then simple grooming. He is treated as having continual spell turning.

Adam Lighthand, 18
Chaotic Good, Ranger
Power Type: Commander 30 Points

Adam is a member of the rebellion and hates the empire wish a passion, though he's not a fan of many authority figures either. His father was executed a decade ago for providing shelter to the rebellion and the family farm was torched. He's held a grudge ever sense.

John Carthen
Lawful Good: Cleric to Kalar:God of justice

John among the rebel leadership. He believes the Empire in particular Jerric is being corrupted by Blackhand the god of tyranny. It his his desire to expel the empire from these lands. He believes in Justice, honor and dignity. He spends a great deal of time attempting to track down a legendary lost heir to the thrown as he is wise enough to know that expelling the empire is utterly pointless if they aren't ready to establish a stable government afterwords.

Alice Hyan
Chaotic Good: Rogue
One of the more colorful members of the rebellion she is in charge of intelligence gathering and uses her contacts in the Thieves guild to aid her gathering whatever info is available on Imperial movements.

Mother Maggie
Neutral Good: Adept
On appearance, Maggie is a humble old woman who runs an Orphanage taking care of dozens of parentless children. In truth she may be one of the most important members of the rebellion. Few of the children are actually orphans they are in fact the children of various members of the rebellion.
The rebels leave their children in Maggie's care where the Empire won't look for them.

*In Truth Osvald has learned that the Orphanage is really a safe house for the rebels children. However he considers using the rebels children against them to be without honor and a diabolical act so he has kept quite and shared this information with no one.*

Grog-nack
Race: Orc
Class: Barbarian/Rogue
Grog-Nack was a member of sea going Orc Pirates. They made a fortune for many years until Col. Osvald tracked down there hideout. With his Imperial legions he killed the majority of the tribe and the rest were taken into slavery. [it is standard Imperial practice to make slaves out of prisoners]
All he wants is revenge to cut down the man he holds responsible for the loss of his clan, when he see's Osvald nothing will stop him from taking his revenge. He's slated to die in the first five minutes of the campaign, kind of the intro, he fights very bravely and dies very quickly.


So anyone have any suggestions anywhere, anything.

EpicEvokerElf
2010-03-25, 07:02 PM
Just one quick thing, since I've got to run; check out Knight for Jaina's class (PHII). Other possibilities are the classes from Tome of Battle.

Lord Vukodlak
2010-03-25, 07:14 PM
Just one quick thing, since I've got to run; check out Knight for Jaina's class (PHII). Other possibilities are the classes from Tome of Battle.

A previous campaign of mine featured Osvald and Jaina and during that Jaina was of the knight class. At the time Osvald was this Templar class from this book called mercenaries. Sense that campaign I've gotten books like Complete Arcane and Complete Mage so I had better Gish options thus Osvald was rebuilt. Sense I rebuilt Osvald I figured, I could do the same for Jaina.

But If I can't think of anything better I'll probably fall back on the Knight class.

NakedCelt
2010-03-25, 09:22 PM
Why the islands? There doesn't seem to be anything nautical or oceanic in your flavour, and your political mechanics here would work just as well with city-states on a plain. OK, I exaggerate. You have one orc pirate in there.
You have a bear god and a tyranny god; why not a hurricane god or a whale god? Why not some special sea-related races? I'll bet no-one's ever done oceanic dwarves. The Monster Manual of course has aquatic elves, merrows, scrags, sahuagin, merfolk, locathahs, tritons...
Certainly they'd need some farms, but at least half of your poorer classes would surely fish for a living. You'd have specialist pearl-divers, ferries and cargo ships, a whole culture devoted to sailing and swimming.
For monsters, how about Kraken and sea-serpents, dragon turtles, giant crocodiles or sharks? The possibilities are endless, but do think ocean.

Ouranos
2010-03-25, 10:07 PM
While the portion of total surface area as water is likely as high as on Earth, it doesn't seem to be water focused just because of the islands Celt. More like a giant landmass with many islands around it, think Australia or bigger is what I'm picturing. Seems like alot of thought has gone into it, prolly alot more then has been typed up. Not a bad start though. Is it meant for players to work with or against the empire?

NEED INPUT! INPUT STE-FAN-IE!

Lord Vukodlak
2010-03-25, 11:10 PM
While the portion of total surface area as water is likely as high as on Earth, it doesn't seem to be water focused just because of the islands Celt. More like a giant landmass with many islands around it, think Australia or bigger is what I'm picturing. Seems like alot of thought has gone into it, prolly alot more then has been typed up. Not a bad start though. Is it meant for players to work with or against the empire?

NEED INPUT! INPUT STE-FAN-IE!

You've almost got it, my campaign setting is VAST, I've been running campaigns in it for six years. Tu'Yuna is but one island of hundreds its certainly one of the biggest but in all of Char'Tor were talking tens of millions.
For instance here's some of what I have so far on the Garr Empire
http://www.giantitp.com/forums/showthread.php?t=145342
Which is over a thousand miles away from Tu'Yuna and the rest of Char'Tor
Other locations include Quel'Shar the largest landmass on the world, which is really Faerun in size on its own.
Kraggmor, Lycanthral,
And actually Lycanthral is just a few hundred miles south of the map of Khazadorm above, and has MUCH richer resources then Tu'Yuna. Its just conquering a island inhabited by half a million lycanthropes, not going to happen. The tribes there may not be allied and often hate one another, but they'll unite against a greater threat.

I've got lots of gods, lost of history tons of stuff written up, I could go on for 40 pages, but most of isn't all that important for developing The Island. My setting is about seven years old.
For a sample this is just some of the stuff on Blackhand, he actually has a full short story for his history but its still fragmented and unfinished. One of my PC's loved him so much he stole him to be a god in his own setting
Blackhand, God of Tyrants and conquest
The Lord of Tyrants, The Dark Lord, The Shadow Law
Greater Deity
Symbol: A Dark Sword imbedded in a cracked stone altar,
His Hobgoblin followers use the image of a blackhand made from stone blocks.
Homeplane: The Adamantine Throne
Alignment: Lawful Evil
Portfolio: Tyranny, conquest, conflict and war.
Worshipers: Conquerors, evil fighters, blackguards, tyrants and hobgoblins.
Cleric Alignments: LE, NE, LN
Domains: Evil, Tyranny, Destruction, War, Law, Domination
Favored Weapon: The Dark Hand (longsword)

Blackhand most often appears as a dark armored warrior with fiendish wings. He makes his home on the Adamantine Throne pocketplane between the 8th and 9th level of Baator. Blackhand’s goal is that of a One World Order. His followers adhere to a ridged code of discipline. He abhors “unnecessary” torture and acts of cruelty, these things are tools to be used to further ones goals not for simple amuzment. But if you can manage both thats alright.

Of all the dark gods, Blackhand is perhaps the most dangerous to the forces of good. For the Dark Lord does not mearly enforce rulership through fear of their government. Blackhand uses fear of others to fuel his power. It said the road to hell is paved with good intentions. No one knows this more then the Lord of Tyrants. Countless souls have been lost to his influence by the promise of power they could use to do good. Lands ravaged by feuding warlords and orcish raiders are eager for any kind or order and stability, even if it is under a tyrant. Those who submit to his will are granted every courtesy, except for freedom.

History/Relationships.
His chief enemy and equal is Kalar god of justice followed by most of the good deities of the world. Among the dark gods Maglubiyet the goblin god is his primary foe, this is due to Blackhand slowly usurping the Hobgoblin race into his faith Norg god of nightmares and Grog evil god of strength both serve Blackhand.. most days anyway.

Blackhand was born a mortal well as mortal as a half-fiend can be. During his mortal life he craved to dominate everything he set his sights on the devil blood burned strong in his veins. During his life he battled the deicidal Death Knight Valrax. The undead knight wielded the godslayer sword whos origin was lost to history. After slaying Valrax he claimed the godslayer sword and offered it up to the Elder Gods inexchange for godhood. The blade was vanquished and shattered into thousands of pieces. With that act Blackhand rose to the status of demi-god and there he remain for several centuries until the death of Garthos. Gartho’s legacy of slaughter and chaos allowed the Lord of Tyrants to claim thousands of worshipers especially in the lands that eventually became the Empire.

He is also responsible for the death of Garthos, when the godslayer sword was shattered he kept a shard, and in the aftermath of the dark war many kingdoms fell into bloody civil wars that lasted centuries the slaughter was fueled by Garthos and the slaughter in turn fueled him.

Kalar god of Justice desperately wanted to end the carnage Garthos was reeking upon the world, but knew a direct confrontation could be fatal and then who would stand against him. The last time they fault Kalar lost a hand. The half-fiend god offered Kalar a tool a shard of the godslayer sword. The paladin god was wary, the devil blood in Blackhand runs strong and he knew such bargans always had a price. But the Lord of Tyrants was open with his intentions in part, Garthos was destruction and chaos incarnate the ultimate enemy of order. The truth simply being that Garthos was every bit Blackhand's enemy as he was to Kalar. So the paladin accepted the gift and with the shard to tip the balance, Garthos was defeated. With Garthos dead, Blackhand was quick to move in, with the power of Garthos broken the bloodlust he caused ended and as if my magic the readied forces of Blackhand swept in and established order and security of millions of people, who gladly gave their devotion to their savior.

Kalar would not forget how the Dark Lord of Tyrants used him

Dogma
Order, security these are the most important factors, the world is full of chaos, anarchy and dire threats only the iron will of tyranny can provide protection. Submit to the rule of the dark lord and gain the protection. The frail and weak governments of old must be destroyed and make way for the new order. Loyalty beyond death, betrayal shall be meet with the harshest of punishments.

Clergy and Temples
Blackhands temples look more like fortress’s then places of worship. But then the militant structure of his clergy suits it just fine. In his church one always knows their place. Blackhand’s faith is wide spread and in most major cities across the continent. It should be known that Blackhand's church does not perform human sacrifice, it simply isn't popular. They do however perform executions of betrayers of the law.
*Essentially they perform legal executions of the death penalty instead of performing human sacrifice*
I'm actually not a big fan of the rainbow of subraces, each race has at most 3 subraces.
But anyway its already a big world with lots of established stuff.

It is meant for the players to work against the empire, I haven't told them that just simply they are from the island probably the same town, and they should think about there attitudes towards the empire, but basically after a few adventures

Rothrinn Skullfist is going to burn that entire village to the ground on the pretense the rebels had been using it as a stronghold, then salt the earth so nothing can grow there again. So rather then force them into the rebellion from day one, I'm going to give them motivation IN game.
Besides last campaign was working for The Empire, wonderful ending full of betrayal.

You see the island is new, each campaign I start with a new area of the world that isn't as well developed. In my previous campaigns the party have never visited the islands of Char'Tor so I'm starting this campaign on one of the larger islands. The culture base of much of Char'Tor is vary east Asian so ships styled off Chinese Junks will be common. (though the Empire uses more western gallons and man-o-war style ships).

But you see working to free the island form the Empire is just the first book of the campaign. In Book two, well I know how Book II is going to work, and I have a lot more type to work that out then book one. I just don't like to start with the big save the world story arc. The threat to the entire planet won't come until around level 10.

So I have a fully developed campaign world, I'm just trying to develop the island right now,

NakedCelt
2010-03-25, 11:20 PM
*Sighs* I suppose if I ever want to see a Pacific Islands-based fantasy world I shall have to make it myself.

Zexion
2010-03-25, 11:24 PM
Perhaps a woman named Elkan'ha? Who runs an illegal smuggling operation? I have lots of ideas.

Lord Vukodlak
2010-03-25, 11:34 PM
Perhaps a woman named Elkan'ha? Who runs an illegal smuggling operation? I have lots of ideas.

Alright so we have
Elkan'ha who runs smuggling operations what race, Human, Gnome, Halfling.
Dwarf?, FaelineFaeline
+2 Dex -2 Con
Medium Sized

Faelines land base speed is 40ft, in light armor or while carrying a light load. Anything heavier and the are considered to have a base speed of 30ft before applying penalties for weight and encumbrance

+2 Racial bonus to balance, hide, move silently and climb checks.
Faelines have retractible claws on each hand, and can make unarmed strikes that deal 1d4 slashing damage.
All Faelines are proficient in the use of their claws.
*This means that using claws in conjunction with say a sword is just like two weapon fighting.*

+1 racial bonus on attack rolls against gnolls.
Low-Light Vision: A Faeline can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retains the ability to distinguish color and detail under these conditions.

Automatic Languages: Common, Faeline.
Bonus Languages: Halfling, Gnoll, Gnome, Goblin, and Sylvan.

Favored Class: Ranger,
DESCRIPTION
Faelines are a race of cat people. All Faelines have cat like heads with fuzzy ears and a tail too. They tend to have sandy colored fur but they can range in colors just like any cat. A Faelines body is covered with short fur. The color ranges in the same manner as a cat. Most faelines have a sandy color furr while others may stripped or spotted furr like a leopard of a tiger. In addition to the short fur covering their bodies they also grow hair on their head like most other humanoid races.

They rate around 50% on the furry scale.
http://img651.imageshack.us/img651/5051/furryscale.jpg

SOCIETY
Faeline behavior is often much like a cat. aloof one day, compassionate the next, and extremely aggressive if provoked. They tend to live in temperate to warm forests and warm plains. Faelines usually live in small tribes rarely numbering over a few hundred and separated into family units. Faelines dislike dogs and have a hatred for Gnolls. Faelines tend to range from 90 to 120 pounds and stand slightly taller then high elves but sill shorter then most humans. Faelines use the half-orc table for aging.

Anything on her description personality. She'd probably be one of Alice's contacts. What does she smuggle? drugs. magical components,[like chrysm crystal I mention in the first post.], firearms, in my setting the Empire is the leading producer of firearms by far so there is certainly money to be made smuggling those weapons.

Current firearm rules
Requires Exotic Weapon Proficency Firearms
Pistol
———Small/Medium
250gp, 1d8/2d6 Critical x3 (Range Increment 60ft)
3gp for 10 bullets

Long Rifle
———Small/Medium
700gp 2d6/3d6 Critical x3 (Range Increment 120ft)
3gp for 10 bullets
*Firearms deal piercing damage.

Using firearms are requires the exotic weapon proficiency: firearms, a non-proficient character takes a -4 penalty on attack rolls using firearms.

Firearms carry only one shot, Reloading takes a standard action, the rapid reload feat may be taken to reduce this to a single move action.

Firearms are deadly againts armored targets as the bullets can easily rip straight through most armor and into flesh. The target takes a -4 penalty on its armor class. (this penlalty can not exceed the combined shield, armor and natural armor bonus)

Firearms ability to penetrate armor does not extend to force effect based armor, nor will they penetrate adamantine armor unless the bullet is also adamantine.

If you are hit for fire damage and roll a natural 1 on your reflex save 1d6x10% of your ammunition explodes dealing 1d4 damage per bullet maximum 10d4. If you roll a natural on an attack roll the gun jams and it takes 1d4 rounds of work to unjam the gun.
*Fire in the hole*
Lastly due to the chemcial reaction nature of firearms it costs an additional 2,000 gp to enchant firearms.
Do these possibly make using crossbows pointless for wealthy adventures, yes do I care, No. Crossbow were conscript weapons to begin with.

If you've got lots of ideas let here em.